What Happened with Items

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futocsiga wrote:
problem is ggg thinks fun in grinding for weeks,but no. fun is when u feel u improving ur gear with crafts/buying them,finding good loot,no one wants to grind maps for weeks.most player quit after 1-2 week. they thought reducing loot =more player play for weeks.. no if u reduce the loot theres no enjoyment u killing the game.. even after the buffs the loot is dogshit.. harvest is literally killed with this change.. u should get like 10 times more lifeforce..



I do agree with the part that if GGG's intention of diminishing loot is to keep players playing the game longer, it's going to have the opposite effect. I'm not a super casual player but not a no-lifer type player either, but I've already thought about quitting realizing that it's just going to take too long to make my build decent due to lack of drops/currency in the game...
GGG finally made the content crushers experience the same struggle for rewards that the average player experiences......


Is it now time to talk about loot 2.0 and allowing players to find 80% best in slot items on their own without the need for having three trade applications running in the background?
Been enjoying the league on ps5. Keep up the good work. Played since alpha on pc you won't lose me.
Neat theory. Your data is wrong, and it means that your theory is not operating in practice. I ran an incursion on a corrupted red map yesterday, full cleared it, and dropped ONE item. One. A crap base rare. Regular content is NOT rewarding right now, but do you know what is? League mechanics that drop guaranteed flat rewards (Essence, heist, etc.), and 6 player juicing. Everything in the middle, all the stuff your philosophies claim to want to improve, is not worth running. Whatever data you are looking at that says it is, is wrong. I suspect that you are looking at aggregates and 99% of the drops are concentrated in the .0001% of players that got a lucky combo.
Regarding your point on wanting to reduce item clutter on the ground: what's up with spamming us with a screen full of maps and league-specific rare or magic gear on the ground? Why not just spawn less of these items that fill the screen but increase the values of items that drop?
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Mentoya wrote:
I'm not a super casual player but not a no-lifer type player either, but I've already thought about quitting realizing that it's just going to take too long to make my build decent due to lack of drops/currency in the game...


I hear you. Been there before, but it was my fault. This league lots of players feeling this, and it isn't their fault, which sucks. I'm doing OK mostly because of a lot of experience and ability to adapt quickly to find currency in new places when the typical ones turned up dry. Recommend shelling out for map completes to set up your atlas. Focus on amping things with semi-guaranteed flat rewards. Run and get those rewards in whatever tier of map you can handle, and consider running maps white. Also get a gold flask with increased rarity craft and use the jewel that increases flask duration. It helps us non-MF scrubs to get SOMETHING out of the few monsters that drop anything.
Can we PLEASE increase the visibility of Archnemisis mechanics. I hate getting one shot from things that are drowned out by the mess of particles. Heralding is rather muted in sound and no longer has the beam of light to indicate its about to land on you. I feel like I'm back to playing in the days of old volatiles that would just one shot you before you even realized. You guys recognized that as an issue and fixed it once, now you returned it back into the game. It wasn't an issue during Archnemisis league because you knew what you were putting onto the rare.
Now the rare can be off-screen and you just encounter a pack of "Minion"s and just get oneshot before you can even notice. Its just not fun at all and the game is just frustrating to play unless you're 1-tapping everything several screens away.
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Hokage_Kakashi wrote:
POE continues to not understand that league mechanic monsters are still unrewarding. the people know archnemesis is good we want to run league content and kill league mechanic monsters for loot. 50 divines for a single monster that has a rare archnemesis is not good content. I want to juice and get consistant rewards not pray i get solaris touched for profit


I agree!

It's too hard to even get enough gear and currency going to juice the maps and get the aprty for when the RNG does actually make a Solaris touched, 4-mod rare monster.

I don't mind grinding and farming, but the whole point of grinding and farming is that there is cumulative, consistent progress.

If the best loot is going to be so incredibly situational and dependent on a certain group composition and method, it's bonkers inaccessible.

Not to mention, it feels like we HAVE to spec our Atlas Tree into Essences and Harbinger just to guarantee our losses aren't too horrible if we invest in rolling maps.

This has been my fav. game since 2012. I've tried to play every single league, but this one just feels frustrating to play. It feels like I'm just wasting my time hoping for something to change.

I guess it's your game and we should respect whatever you want to do with it. But for us, players, CONSUMERS, we're not having fun. Time to move on.
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bugslayerjohn wrote:
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Mentoya wrote:
I'm not a super casual player but not a no-lifer type player either, but I've already thought about quitting realizing that it's just going to take too long to make my build decent due to lack of drops/currency in the game...


I hear you. Been there before, but it was my fault. This league lots of players feeling this, and it isn't their fault, which sucks. I'm doing OK mostly because of a lot of experience and ability to adapt quickly to find currency in new places when the typical ones turned up dry. Recommend shelling out for map completes to set up your atlas. Focus on amping things with semi-guaranteed flat rewards. Run and get those rewards in whatever tier of map you can handle, and consider running maps white. Also get a gold flask with increased rarity craft and use the jewel that increases flask duration. It helps us non-MF scrubs to get SOMETHING out of the few monsters that drop anything.


The very fact it takes a long-time, experienced player to explain a complicated method to get a new player to just... play the game at all is a red flag. The deep mechanics and detailed nerd stuff in this game is ALREADY hard enough for new players (and old players like me who are really bad at math!).

New players also need time to experiment with stuff and learn what stuff does. The scarcity doesn't encourage exploration.

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